OK, so this isn't a character model, but I'm a character modeler and airbrusher, so (I know you'd all like this) this is what I've been working on, and I did actually get paid for it hee-hee, check out the Coors light
Did a little bit more work on Deunan.
I am not happy with the stomach padding so I will redo that.
The jaw I also still want to make a little bit more square.
Going a next-gen polycount, aiming for 14k-15k. Currently at 8750 polys. I'll eventually model the seams; like in Project Gotham Racing 3 or Test Drive Unlimited.
i went a bit overboard with lights, but that's to be expected when the first time you use lights is when you're going to take a screenshot. Then you start to think that overbright stuff like this could actually be a good idea.
He will have a flower growing out of his blowhole, and he'll ride a large moth.
Don't look at him funny, because his moth will attack you. With his beak.
Deathtrip, that's cool. I built the exact same model(R34?) a couple of years ago.
I think you need to sharpen up the front bumper a bit and flare out the quarter panels over the wheels.
The top edge on the front bumper needs another edge right below it to stop the shading from traveling all the way down.
It's kinda like what Daz was saying about character modeling with meshsmooth or smooth proxy but it's just as applicable at target resolution as it controls both shading and reflections.
DeathTrip, the car is looking good but I think you are working too fast. My main advice to you right now is to take as long as takes to get the car looking just right. Of course I don't mean 3 months or anything, more like 3 weeks. I can see a lot of small errors which are most likely due to working too fast. You have some waviness happening on the bonnet lid and around the window borders. If you paid more attention to making the surfaces flow more nicely it would be a great model. Just slow down a little you can worry about getting faster later
It's coming together nicely but Neal is right. Look at how your edges are flowing. It's very difficult to smooth out lines once you add detail such as trim and door seams.
If you follow the bottom trim on the windows it should have the same curve to it across both side windows.
Make a Bezier spline with only 2 points one at the bottom of the front A pillar and one at the bottom of the rear side window. Tweak the handles so it meets the bottom point where your windows meet. That new curve should be where your bottom window trim is.
One trick I've seen people use is to add a dx shader to the object and spin it around with a reflection map in the viewport. It'll make it very obvious where you need to move verts around or add edges.
Also, I was just looking at some reference and the bumper looks better but now your top edge on the bumper is a little too sharp.
People don't realize how hard it is to model cars right. I've worked on 8 or so racing games and seen many otherwise talented artists struggle with it.
Found a shot of my old skyline, it's got some issues as well so really I shouldn't be preaching but oh well :P
neal
I dont get the waviness you're refering to, the driver/passenger window do curve down a little bit if thats what you're refering to. You're right though, I'll slow down and continue tweaking the exterior before starting the interior.
okkun
The trims lengths should be equal, I used the inset tool to make them(then get rid of excess stuff). I'll try those tweaks(took me a few reads to realize you meant the spline's handles and not the car's handles )
I agree about using a realtime shader to preview the car paint, it very quickly exposes areas where the meshflow could be improved. Car modelling is all about observation, the better you observe the more accurate your model becomes.Here are a few crits:
I get what you mean about the bonnet/hood, I was meaning to add some polys to it. I'll work on those edges on the bumper, got a good ref pic. The lower edge of the window is curved a bit upward but thats wrong, it should be straight
Replies
http://studioflaagan.com/images/3d/miscmodels/hyung_1.jpg
still I didnt play with shadowas coz Im waiting to have all textures on one layer
http://pioroberson.com/tuts/tut_texturing_tricks.htm
Way to go!
thanks for putting together this tut... looking foward to its completion
I told you the standard GI in Max was easy
Thats all for now.
The woman's face looks a tiny bit flat but maybe it's the angle. All 3 pics top notch!
I am not happy with the stomach padding so I will redo that.
The jaw I also still want to make a little bit more square.
Funny ears, ah well
So far I haven't used photo-reference for anything in zbrush so far so I think I'll have to use photo ref for my next one
jody
Going a next-gen polycount, aiming for 14k-15k. Currently at 8750 polys. I'll eventually model the seams; like in Project Gotham Racing 3 or Test Drive Unlimited.
Last gun added in-game.
i went a bit overboard with lights, but that's to be expected when the first time you use lights is when you're going to take a screenshot. Then you start to think that overbright stuff like this could actually be a good idea.
Don't look at him funny, because his moth will attack you. With his beak.
I think you need to sharpen up the front bumper a bit and flare out the quarter panels over the wheels.
The top edge on the front bumper needs another edge right below it to stop the shading from traveling all the way down.
It's kinda like what Daz was saying about character modeling with meshsmooth or smooth proxy but it's just as applicable at target resolution as it controls both shading and reflections.
It's cool to see you guys work so hard on your project. That's the right attitude :-)
I did what you mentioned about the front bumper(hope i understood what you meant).
I also got the seams done.
The polycount is 10900 atm.
128x textures, diffuse, normal and spec.
DeathTrip, the car is looking good but I think you are working too fast. My main advice to you right now is to take as long as takes to get the car looking just right. Of course I don't mean 3 months or anything, more like 3 weeks. I can see a lot of small errors which are most likely due to working too fast. You have some waviness happening on the bonnet lid and around the window borders. If you paid more attention to making the surfaces flow more nicely it would be a great model. Just slow down a little you can worry about getting faster later
If you follow the bottom trim on the windows it should have the same curve to it across both side windows.
Make a Bezier spline with only 2 points one at the bottom of the front A pillar and one at the bottom of the rear side window. Tweak the handles so it meets the bottom point where your windows meet. That new curve should be where your bottom window trim is.
One trick I've seen people use is to add a dx shader to the object and spin it around with a reflection map in the viewport. It'll make it very obvious where you need to move verts around or add edges.
Also, I was just looking at some reference and the bumper looks better but now your top edge on the bumper is a little too sharp.
Skyline reference pic
People don't realize how hard it is to model cars right. I've worked on 8 or so racing games and seen many otherwise talented artists struggle with it.
Found a shot of my old skyline, it's got some issues as well so really I shouldn't be preaching but oh well :P
Skyline model
I dont get the waviness you're refering to, the driver/passenger window do curve down a little bit if thats what you're refering to. You're right though, I'll slow down and continue tweaking the exterior before starting the interior.
okkun
The trims lengths should be equal, I used the inset tool to make them(then get rid of excess stuff). I'll try those tweaks(took me a few reads to realize you meant the spline's handles and not the car's handles )
Image
And yes, I am a picky bastard
berlin zoo entrance
I get what you mean about the bonnet/hood, I was meaning to add some polys to it. I'll work on those edges on the bumper, got a good ref pic. The lower edge of the window is curved a bit upward but thats wrong, it should be straight
The centibaby looks great, KP.
Why are her legs spread that wide?
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The main reference I have is an action figure of Deunan which has the leags spread. I will close her legs a bit later on.
Lion warrior with fancy pants for cgchat comp.
Choptider: sweet veritech! is it going to be transformable?
Enix: That Vivi's looking good, the pants and shirt's coming along nicely!
KP: creepy head!